﻿#if CONVERT_MODELS
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using static MCSkin3D.ModelLoader;

namespace MCSkin3D.Models.Convert
{
	public class ModelWitch : ModelVillager
	{
		public boolean field_82900_g;
		private ModelRenderer field_82901_h;
		private ModelRenderer witchHat;

		public ModelWitch(float p_i46361_1_) :
			base(p_i46361_1_, 0.0F, 64, 128)
		{
			this.field_82901_h = (new ModelRenderer(this, ModelPart.Head)).setTextureSize(64, 128);
			this.field_82901_h.setRotationPoint(0.0F, -2.0F, 0.0F);
			this.field_82901_h.setTextureOffset(0, 0).addBox(0.0F, 3.0F, -6.75F, 1, 1, 1, -0.25F, "Wart");
			this.villagerNose.addChild(this.field_82901_h);
			this.witchHat = (new ModelRenderer(this, ModelPart.Helmet)).setTextureSize(64, 128);
			this.witchHat.setRotationPoint(-5.0F, -10.03125F, -5.0F);
			this.witchHat.setTextureOffset(0, 64).addBox(0.0F, 0.0F, 0.0F, 10, 2, 10, "Hat Base");
			this.villagerHead.addChild(this.witchHat);
			ModelRenderer modelrenderer = (new ModelRenderer(this, ModelPart.Helmet)).setTextureSize(64, 128);
			modelrenderer.setRotationPoint(1.75F, -4.0F, 2.0F);
			modelrenderer.setTextureOffset(0, 76).addBox(0.0F, 0.0F, 0.0F, 7, 4, 7, "Hat Piece");
			modelrenderer.rotateAngleX = -0.05235988F;
			modelrenderer.rotateAngleZ = 0.02617994F;
			this.witchHat.addChild(modelrenderer);
			ModelRenderer modelrenderer1 = (new ModelRenderer(this, ModelPart.Helmet)).setTextureSize(64, 128);
			modelrenderer1.setRotationPoint(1.75F, -4.0F, 2.0F);
			modelrenderer1.setTextureOffset(0, 87).addBox(0.0F, 0.0F, 0.0F, 4, 4, 4, "Hat Piece");
			modelrenderer1.rotateAngleX = -0.10471976F;
			modelrenderer1.rotateAngleZ = 0.05235988F;
			modelrenderer.addChild(modelrenderer1);
			ModelRenderer modelrenderer2 = (new ModelRenderer(this, ModelPart.Helmet)).setTextureSize(64, 128);
			modelrenderer2.setRotationPoint(1.75F, -2.0F, 2.0F);
			modelrenderer2.setTextureOffset(0, 95).addBox(0.0F, 0.0F, 0.0F, 1, 2, 1, 0.25F, "Hat Piece");
			modelrenderer2.rotateAngleX = -0.20943952F;
			modelrenderer2.rotateAngleZ = 0.10471976F;
			modelrenderer1.addChild(modelrenderer2);
		}

		/**
		 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
		 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
		 * "far" arms and legs can swing at most.
		 */
		public override void setRotationAngles(float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor, Entity entityIn)
		{
			base.setRotationAngles(limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scaleFactor, entityIn);
			this.villagerNose.offsetX = this.villagerNose.offsetY = this.villagerNose.offsetZ = 0.0F;
			float f = 0.01F * (float)(entityIn.getEntityId() % 10);
			this.villagerNose.rotateAngleX = MathHelper.sin((float)entityIn.ticksExisted * f) * 4.5F * 0.017453292F;
			this.villagerNose.rotateAngleY = 0.0F;
			this.villagerNose.rotateAngleZ = MathHelper.cos((float)entityIn.ticksExisted * f) * 2.5F * 0.017453292F;

			if (this.field_82900_g)
			{
				this.villagerNose.rotateAngleX = -0.9F;
				this.villagerNose.offsetZ = -0.09375F;
				this.villagerNose.offsetY = 0.1875F;
			}
		}
	}
}
#endif